Chrono Trigger (SNES, 1995)
Graphics-9.5 Sound-9 Control-9 Challenge-6 Story-7
Level Design-8 Frustration-7 Fun-8 Originality-6.5
Overall Score-8.5
+
Can run from the get go
Good variation
Some good humour (silliness, sarcasm, deadpan)
Good dramaturgy for the time
Fast menus
Combo attacks
Various avoidable enemy encounters (Romancing Saga/FF2, later used in CrossCode for example)
Memorable locations
Prison breakout scene
Pretty impressive ambient design
Minor puzzles in some dungeons (Genocidome, using an enemy shell as a platform)
Decent action sequences thrown in (piloting the Silvr, avoiding thieving rats and alarms, etc.)
Hidden items
Interesting storytelling using parallel storylines in different eras (what you do in the past affects the future, NPC dialogue often changes during the game)
Well made personal scenes to flesh out the characters
Nice cutscenes and visual effects (overall, some look pretty dated and backgrounds lack parallax)
Some innovative battles (multi-part bosses, Son of Sun boss, countdown attacks)
Multiple endings
+/-
So-so reason for limiting the party to 3 characters (Lucca, Crono and Marle are all from the same time, so it's not four different times)
No sequence breaking?
Most challenges are easily solved by grinding a couple of levels
Can't change accessories during battle
Each character represents an element (with some exceptions)
Grim reaper gear?
Triple combo accessories are limited to specific characters
-
Many fights look avoidable but aren't
Plot oddities (Why does Crono's rescue require a special item and procedure when the Silvr is supposed to give full control over time travel?, the King is put on trial in 1000 A.D. for selling his own heirloom?, Lucca should've known the password and have been able to save her mother's legs, Toma's grave scene - acts like you actually knew each other well, Villagers in Zeal era don't warn about Dalton coming and the party doesn't resist (again!), Dalton at plane scene and the scene where the 'Prophet' forces the party to go to a different time are rather silly - why no questioning or resistance?, Nobody notices the small black bat on the way to Magus?, Queen/King don't explain who Cyrus is in 600 A.D. when you're there to battle Magus, exposition from hostile demons in Medina Demon village, why do you need to go to Promethe Dome to get back in time when in the future for the first time?, can't interfere in the 'Robo vs. his companions' scene)
Some enemies can only be hit by some in your party (Silhouettes in the future)
Can't move through/push most NPCs
Somewhat slow battles (animations can't be sped up)
Slow movement speed on world map
Some backtracking (there could've been a faster way to get to the 'farthest reaches of time' area, need to go back and open the western dome in 2300 A.D.)
Some sprite swapped enemies and bosses
Can't teleport out of dungeons (with some exceptions)
Casting curative magic on an ally as it dies cancels the spell
Black Dream dungeon is too easy if you've done all sidequests
Some trial & error (some bosses have pretty cheap patterns (multiple attacks in a row, super powerful counter attacks) which require specific tactics and equipment, finding out boss weaknesses/immunities and patterns)
Accessories can't be discarded/sold/sorted
No scan or cure status (?) spells
Some techs are seriously overpowered for some parts
Level Design-8 Frustration-7 Fun-8 Originality-6.5
Overall Score-8.5
+
Can run from the get go
Good variation
Some good humour (silliness, sarcasm, deadpan)
Good dramaturgy for the time
Fast menus
Combo attacks
Various avoidable enemy encounters (Romancing Saga/FF2, later used in CrossCode for example)
Memorable locations
Prison breakout scene
Pretty impressive ambient design
Minor puzzles in some dungeons (Genocidome, using an enemy shell as a platform)
Decent action sequences thrown in (piloting the Silvr, avoiding thieving rats and alarms, etc.)
Hidden items
Interesting storytelling using parallel storylines in different eras (what you do in the past affects the future, NPC dialogue often changes during the game)
Well made personal scenes to flesh out the characters
Nice cutscenes and visual effects (overall, some look pretty dated and backgrounds lack parallax)
Some innovative battles (multi-part bosses, Son of Sun boss, countdown attacks)
Multiple endings
+/-
So-so reason for limiting the party to 3 characters (Lucca, Crono and Marle are all from the same time, so it's not four different times)
No sequence breaking?
Most challenges are easily solved by grinding a couple of levels
Can't change accessories during battle
Each character represents an element (with some exceptions)
Grim reaper gear?
Triple combo accessories are limited to specific characters
-
Many fights look avoidable but aren't
Plot oddities (Why does Crono's rescue require a special item and procedure when the Silvr is supposed to give full control over time travel?, the King is put on trial in 1000 A.D. for selling his own heirloom?, Lucca should've known the password and have been able to save her mother's legs, Toma's grave scene - acts like you actually knew each other well, Villagers in Zeal era don't warn about Dalton coming and the party doesn't resist (again!), Dalton at plane scene and the scene where the 'Prophet' forces the party to go to a different time are rather silly - why no questioning or resistance?, Nobody notices the small black bat on the way to Magus?, Queen/King don't explain who Cyrus is in 600 A.D. when you're there to battle Magus, exposition from hostile demons in Medina Demon village, why do you need to go to Promethe Dome to get back in time when in the future for the first time?, can't interfere in the 'Robo vs. his companions' scene)
Some enemies can only be hit by some in your party (Silhouettes in the future)
Can't move through/push most NPCs
Somewhat slow battles (animations can't be sped up)
Slow movement speed on world map
Some backtracking (there could've been a faster way to get to the 'farthest reaches of time' area, need to go back and open the western dome in 2300 A.D.)
Some sprite swapped enemies and bosses
Can't teleport out of dungeons (with some exceptions)
Casting curative magic on an ally as it dies cancels the spell
Black Dream dungeon is too easy if you've done all sidequests
Some trial & error (some bosses have pretty cheap patterns (multiple attacks in a row, super powerful counter attacks) which require specific tactics and equipment, finding out boss weaknesses/immunities and patterns)
Accessories can't be discarded/sold/sorted
No scan or cure status (?) spells
Some techs are seriously overpowered for some parts